示例#1
0
 public static void ChangeLayersRecursively(GameObject g, int l)
 {
     g.layer = l;
     foreach (Transform transform in g.transform)
     {
         DeadCam.ChangeLayersRecursively(transform.gameObject, l);
     }
 }
示例#2
0
 public static void SetActive(bool val)
 {
     if (SpecCam.show)
     {
         return;
     }
     if (val)
     {
         BasePlayer.deadflag = 1;
         HUD.sHealth         = "0";
         PlayerControll.Player[Client.ID].DeadFlag = 1;
         vp_FPInput.cs.AllowGameplayInput          = false;
         bool deathRD = false;
         if (ScoreBoard.gamemode == 3 && BasePlayer.team == 0)
         {
             deathRD = true;
         }
         DeadCam.go = PlayerControll.CreatePlayerRD(Client.ID, 0, 0, deathRD);
         if (DeadCam.go == null)
         {
             return;
         }
         DeadCam.ChangeLayersRecursively(DeadCam.go, LayerMask.NameToLayer("Hidden"));
         DeadCam.go   = GameObject.Find(DeadCam.go.name + "/Bip001/Bip001 Pelvis/Bip001 Spine/Bip001 Spine1/Bip001 Neck/Bip001 Head");
         DeadCam.show = true;
         if (DeadCam.go == null)
         {
             MonoBehaviour.print("gameobject no found");
         }
         vp_FPWeaponHandler.cs.m_CurrentWeaponID = -1;
         vp_FPInput.cs.Player.SetWeapon.TryStart <int>(0);
         ScoreTop.UpdateData();
         GameObject gameObject = GameObject.Find("WeaponCamera");
         gameObject.GetComponent <Camera>().cullingMask = 0;
         Message.SetDead(true);
         PlayerNames.hideradar = true;
         if ((ScoreBoard.gamemode == 1 || ScoreBoard.gamemode == 2 || ScoreBoard.gamemode == 3) && GameData.restartroundmode != 1)
         {
             DeadCam.setspectime = Time.time + 3f;
         }
     }
     else
     {
         DeadCam.go          = null;
         DeadCam.show        = false;
         BasePlayer.deadflag = 0;
         if (Client.ID != -1)
         {
             PlayerControll.Player[Client.ID].DeadFlag = 0;
         }
         GameObject gameObject2 = GameObject.Find("WeaponCamera");
         gameObject2.GetComponent <Camera>().cullingMask = -2147483648;
         DeadCam.setspectime = 0f;
     }
 }